182 lines
7.1 KiB
TypeScript
182 lines
7.1 KiB
TypeScript
import GameAssets from '../classes/Assets';
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import { Engine } from '../classes/Bastion';
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import { MissionDefinition } from '../classes/Definitions';
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import Creep, { CreepEvents } from '../classes/game/Creep';
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import { Grid } from '../classes/game/Grid';
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import WaveManager, { WaveManagerEvents } from '../classes/game/WaveManager';
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import Sidebar from '../classes/gui/Sidebar';
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import Button, { ButtonTexture } from '../classes/gui/Button';
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import Scene from './Scene';
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import * as PIXI from 'pixi.js';
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import MissionStats from '../classes/game/MissionStats';
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import TowerManager from '../classes/game/TowerManager';
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import { MissionPickerScene } from './MissionPicker';
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import GameUIConstants from '../classes/GameUIConstants';
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import Tooltip from '../classes/gui/Tooltip';
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import TowerPanel from '../classes/gui/TowerPanel';
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enum RoundMode {
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Purchase = 0,
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Combat = 1,
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}
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export class GameScene extends Scene {
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public isGameOver: boolean = false;
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public mission: MissionDefinition;
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public missionIndex: number;
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public MissionStats: MissionStats;
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public roundMode: RoundMode;
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public ticker: PIXI.Ticker;
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public changeRoundButton: Button;
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public sidebar: Sidebar;
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public tooltip: Tooltip;
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public towerPanel: TowerPanel;
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private currentRound: number = 0;
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private isWaveManagerFinished: boolean = false;
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private playerWon: boolean = false;
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private destroyTicker: boolean = false;
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constructor(name: string) {
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super();
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Engine.GameScene = this;
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GameAssets.Missions.forEach((mission, index) => {
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if (mission.name == name) {
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this.mission = mission;
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this.missionIndex = index;
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}
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});
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}
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public init() {
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this.ticker = new PIXI.Ticker();
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this.ticker.maxFPS = 60;
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this.ticker.minFPS = 30;
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this.ticker.add(() => {
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if (this.update) this.update(this.ticker.elapsedMS);
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});
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this.ticker.start();
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new Grid(this.mission.gameMap, this.missionIndex);
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new TowerManager();
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new WaveManager(this.mission.rounds, this.mission.gameMap.paths);
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Engine.Grid.onGridCellClicked = (row, column) => {
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if (Engine.TowerManager.isPlacingTower) {
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Engine.TowerManager.PlayerClickOnGrid(row, column);
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}
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};
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Engine.WaveManager.events.on(WaveManagerEvents.CreepSpawned, (creep: Creep) => {
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Engine.Grid.addCreep(creep);
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creep.events.on(CreepEvents.Escaped, () => {
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this.onCreepEscaped(creep);
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});
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});
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Engine.WaveManager.events.on(WaveManagerEvents.Finished, () => {
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this.isWaveManagerFinished = true;
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});
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this.events.on(CreepEvents.Died, (playerAward, creepThatDied) => {
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this.MissionStats.earnGold(playerAward);
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});
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this.towerPanel = new TowerPanel(GameUIConstants.SidebarRect);
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this.sidebar = new Sidebar(GameUIConstants.SidebarRect);
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this.tooltip = new Tooltip(new PIXI.Rectangle(0, 0, 350, 160));
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this.changeRoundButton = new Button(GameUIConstants.ChangeRoundButtonRect, '', ButtonTexture.Button01, true);
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this.changeRoundButton.container.removeFromParent();
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this.sidebar.container.addChild(this.changeRoundButton.container);
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// Added custom button logic to still keep all the regular events for the button, just have an icon instead of text.
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// TODO: maybe make this better? add like a seperate class for icon buttons or smth
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this.changeRoundButton.CustomButtonLogic = () => {
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this.changeRoundButton.buttonIcon = new PIXI.Sprite({
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texture: GameAssets.PlayIconTexture,
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x: this.changeRoundButton.container.width / 2,
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y: this.changeRoundButton.container.height / 2,
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scale: 0.2,
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});
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this.changeRoundButton.buttonIcon.anchor.set(0.5, 0.5);
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this.changeRoundButton.container.addChild(this.changeRoundButton.buttonIcon);
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};
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this.changeRoundButton.CustomButtonLogic();
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this.changeRoundButton.onClick = () => {
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if (this.playerWon) return this.ReturnToMain();
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if (this.roundMode == RoundMode.Combat)
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return Engine.NotificationManager.Notify('Wave is already in progress.', 'warn');
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if (this.isGameOver) return Engine.NotificationManager.Notify('No more waves.', 'danger');
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this.setRoundMode(RoundMode.Combat);
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this.changeRoundButton.buttonIcon.texture = GameAssets.ExclamationIconTexture;
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this.events.emit(WaveManagerEvents.NewWave, `${this.currentRound + 1}`);
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};
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this.MissionStats = new MissionStats(100, 200);
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}
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public update(elapsedMS) {
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if (this.isGameOver) {
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if (this.destroyTicker) {
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this.destroyTicker = false;
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this.ticker.destroy();
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}
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return;
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}
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Engine.WaveManager.update(elapsedMS);
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Engine.Grid.update(elapsedMS);
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Engine.TowerManager.update(elapsedMS);
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if (this.isWaveManagerFinished && Engine.Grid.creeps.length == 0) {
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this.isWaveManagerFinished = false;
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this.setRoundMode(RoundMode.Purchase);
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this.changeRoundButton.buttonIcon.texture = GameAssets.PlayIconTexture;
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Engine.NotificationManager.Notify(
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`Round ${this.currentRound + 1}/${this.mission.rounds.length} completed.`,
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'info'
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);
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if (this.currentRound == this.mission.rounds.length) {
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Engine.NotificationManager.Notify(`Final round.`, 'danger');
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}
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if (this.currentRound + 1 == this.mission.rounds.length) {
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Engine.NotificationManager.Notify(`Mission victory!!`, 'reward');
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this.changeRoundButton.buttonIcon.texture = GameAssets.HomeIconTexture;
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this.playerWon = true;
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} else this.currentRound++;
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}
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if (this.MissionStats.getHP() <= 0) {
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this.isGameOver = true;
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this.ShowScoreScreen(true);
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} else if (this.playerWon) {
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this.isGameOver = true;
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this.ShowScoreScreen(false);
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}
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}
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private ShowScoreScreen(lost) {
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// TODO: show to player for real
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if (lost) {
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console.log('LOSE!');
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} else {
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console.log('WIN!');
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}
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}
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public onCreepEscaped(creep: Creep) {
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this.MissionStats.takeDamage(creep.health);
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}
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private setRoundMode(roundMode: RoundMode) {
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this.roundMode = roundMode;
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if (this.roundMode == RoundMode.Combat) {
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Engine.WaveManager.start(this.currentRound);
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} else {
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Engine.WaveManager.end();
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}
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}
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public destroy(): void {
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super.destroy();
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this.isGameOver = true;
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this.destroyTicker = true;
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Engine.GameScene = null;
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}
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private ReturnToMain() {
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this.destroy();
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Engine.GameMaster.currentScene.stage.removeChildren();
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Engine.GameMaster.changeScene(new MissionPickerScene());
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}
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public onTowerPlaced() {}
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}
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